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Was the game fun to play?

The core combat remains engaging, though I found the fun leans more towards the character's actions rather than the new pet mechanics. While having animals fighting alongside you in the arena is a fantastic concept, especially with the distinctive designs, the pets feel secondary to the action. I like that you can stab forwards, swing around and even use a blunderbuss to shoot bullets. I also like the non lethal takedowns and how your pet can follow you and change to an aggressive stance. But I think to ramp up the fun, focusing more on the pet training side of things could be beneficial. So there could be some mini games where you actually see yourself doing the training of the animal and it could make the bond with the animal feel more interactive.

Did the game include the core elements from the original?

Yes. There are 3 different pets and the type you get depends on how you play. I got a wolf the first time and then when I released it in the wild after 7 battles, I bought a new egg and got a lizard. It’s great that you can train the pet’s aggression, loyalty and discipline as well as adding elemental damage to the attacks.

Was there a clear path of progression?

Definitely. I got an egg from the beast vendor who gives clear instructions to go to the arena to hatch it. You then do battles in the arena with your pet and you can choose how you want to train your pet and there’s also a ghost mode which is great fun to see and I tried it out a couple times. Stats are displayed at the end of battles and show your progress.

How good was the audio and sound FX?

The music fits the medieval atmosphere perfectly and is quite pleasant. Having separate volume sliders for the music and SFX is great. The hit sounds are satisfying, though I’d love to hear more unique and distinct sounds for the different animals.

How well implemented was the UI?

The UI is very clean. I like that the pet can be renamed and the names of the characters are displayed in the arena in stand out colours. Having the UI in the top right corner for the status was a great placement whilst also being informative. It could just be my eyes but I think the red gun crosshairs blended in too much with the background and white might have been a better choice of colour. Lastly, I really liked the way the cooldown UI was shown. 

Peter ate my entire team when I challenged you guys, lol.  Interesting to see you using a staff/blunderbuss combo, I haven't tried that one but it looks pretty versatile.

Thanks for the detailed feedback! I have the pet sound effects, but sadly never implemented them before the deadline.

Switching the crosshair to white is a good call, maybe it should red only when a the offhand would hit an enemy if activated at that moment.

A minigame sounds like a good addition, maybe once per life stage:

When it hatches, you have to chase and catch the larvae, when it turns into a juvenile you have to cast a spell projectile on it to form a pact/bond, at adult we have the beast vendor training, and at special stage a 1v1 fight vs your pet for dominance/alpha.